#ifndef		__RENDER_H__
#define		__RENDER_H__

#include	"renderTypes.h"

#include	<vector>
#include	<D3D11.h>

HRESULT			Render_Init(ID3D11Device* device, int maxIndexes);
void			Render_Shutdown();
bool			Render_CreateShader(const Shader& shader);
bool			Render_CreateShaderFromTexturePath(const std::string& path);
bool			Render_CreateLightmapImage(const unsigned char* data, const size_t size);

WorldSurface*	Render_AllocSurface();
void			Render_BeginFrame();
void			Render_DrawFrame();

#endif	//	__RENDER_H__